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Pathfinder using Microlite 20 rules

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  • Pathfinder LITE Based on the Microlite20 core rules

    by Morgan Mains

    Visit the Pathfinder Lite Website: https://sites.google.com/site/microlited20/pathfinderlite

  • Pathfinder LITE Based on the Microlite20 core rules

    by Morgan Mains

    Copyright 2012, 2015 Morgan Mains

    Pathfinder Lite Website: https://sites.google.com/site/microlited20/pathfinderlite Microlite20 Web Sites: http://microlite20.net/ http://microlite20.org/

    Color artwork in this book Paizo Inc. used under Paizo's Community Use Policy

    NOTICE: This book uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This book is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com.

  • TableofContents

    Introduction .............................................................................................................................................................................. 1What is a Role Playing Game (RPG): ............................................................................................................................... 1Its Not Just About Winning & Losing ................................................................................................................................. 2They Are More Like Guidelines Than Rules ....................................................................................................................... 2What A Player Knows & What A Character Knows ............................................................................................................ 2The Key to a Player Character is Their Character ............................................................................................................. 3Rule Sets & Mechanics ....................................................................................................................................................... 3Lets Define Some Key Terms ............................................................................................................................................ 3Encounter Examples ........................................................................................................................................................... 7

    Role Playing Encounter .................................................................................................................................................. 7Non-Combat Encounter .................................................................................................................................................. 8Combat Encounter .......................................................................................................................................................... 9

    Players Compendium ............................................................................................................................................................ 11Ability Scores .................................................................................................................................................................... 11Skills & Actions ................................................................................................................................................................. 11

    Standard Actions & Skill Checks .................................................................................................................................. 11Actions .......................................................................................................................................................................... 11Saves ............................................................................................................................................................................ 12

    Magic ................................................................................................................................................................................ 12Casting: ......................................................................................................................................................................... 12Spell Descriptions: ........................................................................................................................................................ 12

    Combat ............................................................................................................................................................................. 13Races ................................................................................................................................................................................ 14Classes ............................................................................................................................................................................. 15

    Class Descriptions ................................................................................................................................................................ 17Barbarian .......................................................................................................................................................................... 17Bard .................................................................................................................................................................................. 17

    Bard Spells ................................................................................................................................................................... 19Cleric ................................................................................................................................................................................. 22

    Cleric Spells .................................................................................................................................................................. 23Druid ................................................................................................................................................................................. 31

    Druid Spells .................................................................................................................................................................. 32Fighter ............................................................................................................................................................................... 40Monk ................................................................................................................................................................................. 41Paladin .............................................................................................................................................................................. 43

    Paladin Spells ............................................................................................................................................................... 43Ranger .............................................................................................................................................................................. 46

    Ranger Spells ............................................................................................................................................................... 47Rogue ............................................................................................................................................................................... 49Sorcerer ............................................................................................................................................................................ 50

    Sorcerer Spells ............................................................................................................................................................. 50Wizard ............................................................................................................................................................................... 64

    Wizard Spells ................................................................................................................................................................ 64Dungeon Masters Codex ...................................................................................................................................................... 78

    Standard DCs & Hazards ................................................................................................................................................. 78Equipment ......................................................................................................................................................................... 82Rules of Thumb ................................................................................................................................................................ 84

    Adversarial Folio ................................................................................................................................................................... 88Opponent Attributes .......................................................................................................................................................... 88Create Your Own Opponent ............................................................................................................................................. 88Other Resources ............................................................................................................................................................... 88Common Opponents ......................................................................................................................................................... 89

    Animal: .......................................................................................................................................................................... 89Dire Animal: .................................................................................................................................................................. 89Vermin: ......................................................................................................................................................................... 89Monsters: ...................................................................................................................................................................... 90Humanoids: ................................................................................................................................................................... 91

  • Plugin: Wealth by Level & Community .................................................................................................................................. 92Wealth by Level ................................................................................................................................................................ 92Community Wealth Limits ................................................................................................................................................. 92

    Plugin: Adventures In Golarian ............................................................................................................................................. 93Synopsis ........................................................................................................................................................................... 93Pathfinder Society ............................................................................................................................................................. 93Game Session .................................................................................................................................................................. 94Rewards ............................................................................................................................................................................ 94

    OPEN GAME LICENSE Version 1.0a ................................................................................................................................... 95

  • -1- Pathfinder LITE

    INTRODUCTION This is a trimmed-down, subminiature version of the Primary Fantasy SRD rules (see license for more info) that has been designed to be quick and easy to play. The goal was to create a simpler game, but one where all of the resources of Primary Fantasy SRD (monsters, spells, adventures and equipment) could be used without conversion.

    What is a Role Playing Game (RPG): Unlike board games which are built around very structured rules and limited to the edge of the game board; a true RPG uses a foundation of rules in order to facilitate a free flowing, unlimited, game that is bound only by imagination! Every game involves you directly in the greatest story thats never been written; where your character is the hero (or the villain?!) in a story that is not predetermined because it unfolds and changes as the characters actions change the fictional world around them. Think of a play, movie, or better yet a radio drama broadcast. The core of a real RPG is to play the role of a Player Character (PC); similar to how an actor plays the role of a character in a play or a movie. However you don't actually put on a costume and physically act out the game; that's why a radio broadcast is a better analogy because everyone at the table uses narration to play their role. The players are similar to actors in a play while the Game Master (GM) is like the director of a play and is essentially just another player at the table but with a distinctly different role. The GM's role is first to make sure people are having fun! Secondly the GM adjudicates decisions and interprets rules. For every action there is a reaction; players declare actions that their characters take and the GM describes the reactions that occur.

    A player declares their character struts to the provisions shop , hollers for the vendor, so they may order supplies... the GM describes how the shopkeeper reacts, walks over, and addresses the player... now a conversation between the shopkeep and the players character ensues. As you can see the GM is also an actor at times and will have to play the role of many Non Player Characters (NPCs).

    From this example you may wonder why we need any rules or guidelines at all? What more is there than to Role Play like this example? As another example; the player declares their character will try and use diplomacy in order to talk the shopkeeper in to selling five rations at a discount; the shopkeeper has no intention of selling at a discount since he wishes to make a profit. How do we determine whos will is stronger? This is where the rules come in to play; players will use special dice to roll numbers that will be checked against another number to determine the outcome. If the players dice rolls succeed then the character gets a discounted price but if the players dice rolls fail then he must pay full price. This is why the story is unpredictable; there is no script and the story may go any number of directions! You may question this situation by thinking why not just have the player and game master role play their characters and the player should try to convince the game master through a debate. There is nothing stopping players from agreeing that this is how they would prefer to play. However players also have a good argument to say that dice rolls and using characters ability modifiers to those dice rolls are a preferred method of resolution. This is because players are not their characters; there is a distinct difference. Sometimes players will have characters with ability scores that are way beyond what a real human is capable of or for a real human to comprehend; so how do you play out a role you cant truly comprehend? Thats where dice rolls and modifiers can play a key role; you may wish to use your characters super-human intelligence to think of convincing the shopkeeper to sell the character rations at a discount. You would then use the rules and dice rolls to determine whether or not the character actually achieved this or if the character failed. A lot of actions declared by players and GMs do not even require dice rolls. A good rule of thumb is to consider almost all actions are successful if there is no threat or opposition. If there is no time limit or no opponent threatening a character then they can take the time to do an action correctly and all the GM has

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    to do is describe the reactions. Now if there is a threat like a time limit or an opponent then you should to start rolling dice; or if an action is opposed by another character then you should roll to see who wins. For example a player says their character tries to tell a lie (bluff) and convince someone it's the truth; that action is opposed by the other character as they are trying to sense the motive (sense motive) of the character telling them the lie. This is another situation where the rules and dice are used to determine who fails and who succeeds.

    Its Not Just About Winning & Losing There are many ways to measure success when playing an RPG; when your character hoards treasure, attains levels of experience, wields powerful magical items, is recognized with illustrious notoriety, or masters the power of arcane or divine magic. When these things are achieved it does not mean a player wins the game. Conversely a player does not loose when a character dies, riches are lost, evil triumphs, or goals are not achieved. Like any good story; tragedy is part of the plot that makes a story interesting. The one universal measure of success that all should strive for is to have fun! Above all that is the duty of the GM; to ensure the game is fun. However every player is responsible for making the game enjoyable; players who ruin the fun for others may find themselves sitting alone at the table.

    They Are More Like Guidelines Than Rules Please don't fall into the trap of feeling like you have to know everything about the game and how it works before you can play it. Read over the rules, create some characters, get a player to be the GM, and play some games! Yes; you'll mess up on some formulas or forget to add in that one bonus. Maybe you'll even totally mess up and ruin a game or two. That's OK! Some have gamed for over a decade and still forget things here or there.... the main objective is to have fun; not make sure you apply every rule, remember every little thing, or execute some perfectly planned epic adventure. If everything was meant to go just as you wanted then there would be no need for any of this; you would just write a fictional novel. Start very simple. Creating characters and doing a few encounters can easily take hours finish. Using a published adventure to start with is a great idea since it's already somewhat balanced for a particular character level, group size, and most of the numbers are already given. The new GM will have enough to keep them busy without having to write up an entire adventure themselves. Any published adventure advertised as an Open Game License (OGL) compatible product will work perfectly with Microlite20. There are many which are free to use or purchase.

    What A Player Knows & What A Character Knows This is often referred to as metagame information and is a very key aspect of RPGs. There are two types One type is real world knowledge vs. in game knowledge; a player may know how to engineer a bridge (real world knowledge) but that does not mean their character does... just as a character may know how to control magic and cast spells (in game knowledge) where as a player does not. Another type is in game knowledge that not all characters know about. For example; one character is on the other side of town talking to a non-player character that tells them some important information. Now the GM and player may have narrated that conversation out loud at the table for all the players to hear but that does not mean the other characters know about it because their characters weren't there to actually hear the non-player character. Only if that character goes back to the other characters and chooses to share what they learned will the other characters know about it. Players and GMs must keep these things separated and not leverage metagame knowledge to influence their decisions. To play the role of another character a player must make decisions based on only what the character knows. There must be a clear distinction between players and characters. Players tend to try and play extensions of themselves in the game world instead of playing the role of their character thus blurring this distinction. It's a Role Playing Game because we are playing the roles of our characters. There must always be a distinction between players and characters; make no mistake this is a fictional game and not a reflection of reality.

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    The Key to a Player Character is Their Character A Player Character is made up of more than a Race, Class, Level, Alignment, Ability Scores, Skill Ranks, and other statistics. Lets start by explaining some of these basic attributes and then go beyond. Just like you are of the human race your character has a race and there are many to choose from. A characters class is their way of life; similar to a profession but more extensive and robust. The ability scores of a character define core physical and mental prowess; how smart, strong, fast, wise, or charismatic a character is. Skill ranks represent how capable a character is at a particular skill. Your characters alignment is their moral compass and helps a player make decisions from the characters point of view; now we are getting a little deeper. When you create a character you should do more than fill out the blank spots on a character sheet with the above mentioned stats. Develop a character concept; what kind of persona do you want to role play? Where did this person come from and what is their background? Does this character have any fears, ambitions, quirks, or other defining characteristics? What sort of personality does this character exhibit? There are two basic methods to begin with; one is to dream up a characters background and persona then fill out the character sheet to try and quantify your character with numbers. The other is to fill out the character sheet and use those numbers as seeds to generate a characters personality and history. This is not abstract, pointless, information; it should be used to help players get in character and to truly play the role of their character.

    Rule Sets & Mechanics Microlite20, D&D, Pathfinder, GURPS, Savage Worlds, and other rule sets are guidelines or rules structures to aid all the players in adjudicating how things are resolved and so everyone is 'playing by the same rules'. D&D is a great combat resolution system; you'll notice most everything about the mechanics of D&D revolve around combat. That doesn't mean your RPG has to be all about combat; it just means you have a good way of resolving combat when it happens. Given that Microlite20 is completely compatible with D&D 3.5 it is also focused on combat. Another great facet of D&D and Md20 are Skills and Actions which create a good system for resolving things outside of combat. As mentioned above in an example we used the actions of Diplomacy in the example of a character trying to talk down the shopkeepers price; as well as Bluffing (to tell a lie) and Sense Motive (to detect the lie) in the case of one character trying to lie to another character. The system we will be focusing on is Microlite20 (M20) which is a streamlined, simple, robust, version of D&D 3.5. Both of these systems are built on the core d20 system which is really quite simple. You roll 20 sided dice (called a d20) add up any bonuses, subtract any penalties, and check that against a target number. If the result is higher, or equal to, the target number then its a successful roll but if the number is lower than the target number then its a failed roll. Here are some other dice that are used often in the d20 system which are designated by a d which is the number of sides they have: d4, d6, d8, d10, d12 are your other typical dice and you may also use a d2, d3, and d100 or d% infrequently. You can easily find a set of dice from a local game shop that should include a d4, d6, d8, d10, d12, and a d20. All you really need to get started with are a set of dice, a pencil, some paper, the core Md20 rules, and your imagination! Everything else are just accessories which should only be added in order to improve the game and make it more fun; if at any point an accessory takes away from the fun then it should be removed. The first accessories you may want to add to your game are character sheets and OGL compatible adventure module; this published adventure will give your gaming group a great starting point.

    Lets Define Some Key Terms Turn: Each character (PC or NPC) typically gets one turn per round. Rarely does a turn actually get skipped completely. Even if a character is unable to take any actions on their turn things may occur on their turn. For example a PC was knocked unconscious on an NPC's turn. Now it's the unconscious PCs turn but they cant take any actions because they are unconscious. The GM can still acknowledge their turn and describe how they are lying on the ground, knocked out, and in desperate need of aid!

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    Round: A full rotation of Turns; once everyone has taken a Turn in order of initiative the Round is complete. Not everything has to work in rounds however; these are just useful when players are trying to figure out who goes first and in what order things happen. Most of the game can progress outside of rounds and just flow freely. If a situation starts getting confusing because players are declaring actions in quick succession and the GM can't adjudicate what happens in correct order or describe reactions fast enough then the need to work in rounds is necessary to resolve the encounter. You can go in order of who said something first (logical order) or in order of Initiative (initiative order). Most times initiative order is necessary for combat encounters because this factors in the reaction time of a character and not the player. A lot of role playing encounters can simply go in logical order and be more forgiving on what order players go in. When going in logical order its important for the GM to make sure players get somewhat equal turns as the more extroverted players will spend more time narrating and declaring actions while more introverted players will sit back and listen. Initiative Order: A great system of determining who goes in what order. All players rolls one 20 sided die plus their characters Dexterity Stat modifier (Roll 1d20 + DEX). Highest number goes first and you go in order from highest to lowest. Anyone who rolls the same number will roll again and whoever wins that roll goes before the other person but at that same slot in the Imitative Order. It is best to write down the initiative order for that encounter so everyone can quickly reference who goes when. Usually a new initiative order is needed for a new encounter but sometimes you can keep the order for several encounters. Actions: Players declare actions and typically get one per turn. There are many different types of actions but the two we will mostly deal with are Standard Actions and Free Actions. Standard Actions take an entire turn to complete thus your character only gets one Standard Action per turn; examples would be searching a small area, disarming a trap, attacking an enemy, running a short distance, or reloading a ranged weapon. Free Actions are almost instantaneous and your character can do several of them per turn in addition to a Standard Action; things like shouting to a friend, giving a hand signal, or drawing a weapon that is easily accessible. Other actions your character may use are Full Round Actions which are started on your turn but do not actually complete until the entire round is over and actions that require concentration or focus but can be maintained over several rounds. Examples would be more powerful spells sometimes require a full round before they are actually executed and their effects take place or other spells that require your characters concentration in order for their effects to be maintained over several rounds.

    The GM has described a combat encounter that is unfolding and asks everyone to roll for Initiative. All of the players roll 1d20+DEX and the GM rolls for all of the NPCs then someone writes down the imitative order from highest to lowest. One player says their character shouts Stand fast, they are attacking! draws her mace, and attacks the closest opponent. Another player declares their character casts a powerful spell but the GM interjects and says that the effects of that spell will take place at the end of the round. The last player says his character pulls his long sword and charges from the back of the room to a nearby opponent.

    If necessary; players may need to roll dice to 'check' and find out if their character succeeds or fails. The GM describes what happens if the action succeeds or fails and then what reactions take place based on the results. The Actions listed in the Md20: Players Compendium are merely suggestions to help you quickly decide what Skill and Stat modifiers to apply to a check for a given Action but that doesn't mean you have to use the listed formulas every time. A good example is the action Escape Artist; there is a difference between escaping by trying to break a chain or escaping by trying to undo a knotted rope so you may decide to use different Skill and Stat modifiers to calculate a result. As stated above; rule of thumb is most actions automatically succeed unless there is a threat or opposition. In the case of escaping from being tied up the character is being opposed by the rope. Since a check may be needed to determine if an action is a success or failure players should word their actions carefully so they are declaring that their character is attempting an action and not assuming its success. For example a player should say my character slashes at the hobgoblin with her longsword instead of saying my character stabs the hobgoblin because the latter assumes that the action was a success when in fact a check is needed to determine if the character actually hits the target they are

  • -5- Pathfinder LITE

    attacking.

    A player declares that their character is going to attempt to climb a fieldstone wall. The GM asks the player to roll a climb check by rolling one 20 sided die (1d20) and adding the Physical Skill modifier and Strength Stat modifier. The player rolls one 20 sided die (1d20), adds her characters Physical Skill modifier (Phys), and adds her characters Strength Stat modifier (STR) for a total of 16 (1d20+Phys+STR=16). Now the GM compares the result of 16 to a Difficulty Class (DC) he has for climbing this wall which is 15 and determines its a successful check so he describes how the character climbs the wall and what they can see when they look over the top.

    Check: This is when a player rolls their dice, adds their bonuses, subtracts any penalties, and the GM checks the result against a target number to decide if its a success or fail. Usually the target number is called a Difficulty Class (DC). You'll hear a lot "roll a listen check"; that means a player will roll 1d20 + bonuses - penalties and the GM checks if the result passes or fails. The players are checking to see if they succeed or fail in the actions they declared. The GM ultimately decides if a check succeeds or fails and then describes the reactions based on the results. Modifiers: These are positive and negative numbers applied to checks. They are easily identified with a + or a proceeding the number. A Bonus is a positive (+) modifier and a Penalty is a negative (-) modifier. A lot of times people use the word Bonus interchangeably with Modifier but technically a Bonus is just a type of Modifier. An example would be when calculating a characters Ability Scores and their modifiers; depending on what results you roll for their Ability Scores a character can possibly end up with a STR Bonus, a DEX Bonus, but a MIND Penalty! This is not a bad thing; but rather a clue as to how to role play this character. They are strong, nimble, but not so intelligent or wise. This character will shine when Strength is necessary to triumph but will rely on the help of friends when Intelligence or Wisdom is needed. This is very much a game of cooperation. Difficulty Class (DC): This is a target number used to identify how difficult it is to succeed; the result of a roll must equal or exceeded a DC in order to achieve success. So if the DC for making a long jump is 20 then a player must roll 1d20 + bonuses penalties and if the total is 20 or above then the GM describes how they successfully make the jump! If the total is less than 20 then the GM describes how the character failed the jump. How does a GM determine a DC for something? Make it up! Seriously though; lets start with a rule of thumb: 0-5 DC is Very Easy, 5-10 DC is Easy, 10-15 DC is Average, 15-20 DC is Above Average, 20-25 DC is Hard, 25-30 DC is Very Hard, 30-35 DC is Heroic, 35-40 DC is Very Heroic, and 40+ is ... well.. Demigod? You get the idea. The problem with this scale is the relativity to character levels; higher level characters have much better bonuses and thus even a DC of 15 will eventually become trivial. Another way to gauge the difficulty of a DC is by looking at a characters bonuses and level; so if a character is level 5 and has +8 bonus to Physical Skill and +4 bonus to Strength (STR) then you know that a DC of 0-12 for something that requires a check using Physical + STR is pointless; they will achieve it without even rolling because their bonuses equal 12 which means the 15-20 DC isn't really 'above average' for them and would be relatively 'very easy'. By looking at a characters bonuses you can make up a DC on the fly pretty easy. Thankfully you'll find a lot of published adventures list DCs of things for you already and are balanced against suggested character levels for that adventure. Encounter: This is a pretty loose definition of an event that is comprised of several objectives. A good example is a combat encounter; a fight between the players characters and a dragon could be one encounter where the objective is to win. A more complicated encounter may have precluded this; finding the dragon's lair in the forest and they had to achieve three objectives in order to find it; 1) navigating the forest, 2) finding the lake, and 3) locating the secret entrance. All kinds of actions and checks would be involved in this encounter. Survival checks to successfully navigate the forest, Search, Gather Information, or Survival checks to find the lake, and Search or maybe even Swim checks to find and swim out to the a small island where more Search checks were needed to find the secret entrance. Even getting through the entrance could be an objective requiring Disable Device checks in order to figure out the mechanism to open the entrance!

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    Adventure: This is a short story that the players get to partake in. It's a compilation of several encounters and typically has a clear beginning with a clear ending. These are products available for free or purchase. Look for OGL compatible products offered at your local game shop, for sale at Paizo.com, or available freely from Wizards of the Coast website and other great websites. You can even find some available at MicroLITE20.net. Pazio and WotC have outstanding adventures which are often called modules, scenarios, or adventure paths. Once your GM has a good understanding of the rules; all of the players may wish to come up with their own adventures or maybe to just have an open-ended campaign in a fictional world which nobody knows where they may end up and they go wherever their imaginations take them! Campaign: This is an ongoing or large story, which players partake in over many game sessions. It's a compilation of many adventures. Lets go back to the movie analogy; take a trilogy like Lord of the Rings (LotR) or the Star Wars anthology where you have an overarching story that takes all of the movies to resolve but you also have many smaller plots and many adventures going on during each movie. So LotR would be the Campaign whereas Fellowship of the Ring, The Two Towers, and Return of the King are the Adventures and the adventures are all comprised of successive Encounters which are interlaced with many objectives. Even in these great stories; not all of the objectives were achieved, there was much failure, and many lives were lost. But in the end they still worked out to be a great stories. Acronyms: Common acronyms or short hand that every player should know. GM Game Master DM Dungeon Master (another name for GM) PC Player Character NPC Non-Player Character DC Difficulty Class AC Armor Class STR Strength (Usually refers to STR modifier) DEX Dexterity (Usually refers to DEX modifier) MND Mind (Usually refers to MND modifier) Phys Physical Skill Comm Communication Skill Sub Subterfuge Skill Know Knowledge Skill Ref Reflex Save Fort Fortitude Save Will Will Save DMG Damage CL Caster Level LVL Level Dice: Typical dice used and their shorthand name. d20 20 Sided Die d2 2 Sided Die (usually a coin or token) d3 3 Sided Die (usually a d6 with the numbers 1,2,3 repeated twice) d4 4 Sided Die d6 6 Sided Die d8 8 Sided Die d10 10 Sided Die d12 12 Sided Die d100 100 Sided Die d% Percentile Dice (usually one die has 00-90 and another has 0-9)

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    Encounter Examples These specific examples using Md20 mechanics should help fill in some gaps. The stage will be set with 4 players; 3 with Player Characters and one GM. Simon will be the GM, Linda will play the character Helen, Larrys character is named Sly, and Tristan has a character named Kronk. They are about to embark on an adventure in a small city

    Role Playing Encounter Our GM, Simon, has described a bulletin board filled with notes, letters, and posters of all kinds but one in particular was larger, more colorful, and offered a hefty reward. Larry announces that Sly reads the poster and motions for his friends to take a look at it with him. Simon says that the poster explains the local magistrate is in need of help with investigating some missing sewer repairmen. Intrigued now; everyone agrees to make their way to the cities civic district and they now find themselves in the magistrates office. The GM explains that the magistrate doesnt even look up from some documents hes reading over and gruffly announces and what cant I do for you today? Do be quick; Im a busy man Linda rolls her eyes and declares that Helen scoffs at the magistrate. Tristan believes Kronk is insulted and says that Kronk will try to intimidate the magistrate and says Kronk barks back at the man Now see here you overpaid pompous leech! Larry tries to diffuse the situation with a bit of sarcasm and explains that Sly addresses the magistrate calmly and says Well we did come to help investigate the missing workers; but if youre too busy and turns to walk away. Simon the GM asks Tristan to roll 1d20 plus Physical skill plus Mind stat modifier for an Intimidation check which results in a 19 (1d20+Phys+MND=19). The GM compares this to a DC of 15; success. So Simon explains that the magistrate drops the papers onto the desk and trips over himself to apologize Ah, uh yes, of course, our little problem in the sewers! Quite sorry, I was.. um.. in the middle of something and did not realize I was being so rude. Tristan interjects to declare that Kronk folds his arms and responds Thats more like it Followed by Linda announcing that Helen asks What is it you need us for? The GM says that the magistrate explains the situation You see weve had complaints about a backed up sewer section in the south ward of the city. We sent out three workers to assess the problem in the sewers and make any necessary repairs. Only one of them came back, filed a report, and quit on the spot. She swore in her report that they had been attacked by enormous rats. She insisted that one of these rats walked on two legs, wore ragged clothes, and wielded crude weapons. We believe this is evidence of a giant rat infestation and we need a well-armed group to . Ummm take care of them. An outbreak of rat-lycanthropy in the south ward would be a disaster for my political career. What say you to the job? Larry is first to respond and states that Sly asks Whats in it for us? How much does this job pay? Linda follows to announce that Helen asks And what if we are bitten and infected with this form of lycanthropy; will you pay for the services at a local temple to heal us? Simon says that the magistrate replies Ah, payment Ill pay 50 gold pieces for each giant rat tail you provide as evidence. With regards to your personal safety and any associated risk I would consider that a hazard of taking this job. Linda says that she wishes to use Diplomacy and that Helen responds Well if we are to take on such risk ourselves well need to be paid better so that we can cover associated costs. Linda then rolls 1d20+Communication skill+Mind modifier for a result of 16 (1d20+Comm+MND=16) and Simon checks that against two DCs he has; a DC 15 to pay 65 GP per tail and a DC 20 to pay 80 GP per tail. The GM says that the magistrate rubs his chin to think a few moments and says A valid point to be sure; I can go as high as 65 gold pieces per tail. Do we have a deal? Tristan then says he wishes to try further Diplomacy and that Kronk explains In that case wed have to

    Player Character Simon GM Linda Helen Larry Sly Tristan Kronk

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    bring in a lot of tails just to cover the cost of curing one disease; well need more like 85 gold per tail. Now Tristan rolls 1d20+Comm+MND=8. Simon shakes his head as he compares the result to his DCs. Simon says the magistrate shrugs his shoulders Well then youll have to do just that; Im sorry I cant go any higher. The group of players talks amongst themselves and decides its a fair deal. Larry says that Sly announces to the magistrate that they will take his offer and report back soon with what they find. Simon explains that the magistrate thanks them and draws a simple map of how to get to the south ward and marks where the sewer entrance is. This encounter is over and the adventure is afoot!

    Non-Combat Encounter Simon, the GM, describes the partys tour through the city as they head for the south ward. He asks the players if their characters wish to do anything such as buy supplies or other things before they head toward the sewers. Everyone agrees they are well stocked and ready for some action! Simon explains the party continues walking and have arrived in what they believe is the south ward; the sun is setting as it took most of the day to get this far. Its a rundown part of town so Simon describes how its fraught with dilapidated buildings, debris strewn about, and most of the people walking the streets look at them with unease or sizing them up. He then explains down at the bottom of a small hill one of the streets has standing water in it; he pauses and asks what the players wish to do. Larry and Linda agree that their characters will head down to the flooded street and start searching around for a sewer entrance. Tristan says that Kronk is going to stick close to Sly and Helen but will be focusing on spotting for any trouble. Simon explains that they all march down the hill and asks if they are going to wade into the knee deep water or walk around its edge; everyone agrees to wade into it. He continues and says its very cold, murky, water so its hard to see anything but it never gets more than knee deep. Simon asks Larry and Linda to roll Search checks and for Tristan to roll a Spot check. Larry rolls 1d20+Phys+DEX=18 for Search, Linda rolls 1d20+Phys+DEX=7 for Search, and Tristan rolls 1d20+Phys+MND=12 for Spot. The GM checks the Search DC of 15 to find the sewer entrance and describes that Lindas character, Helen, is having a tough time seeing through the water or feeling around with her feet. However Larrys 18 is a success so Simon explains that Sly notices Helen isnt having much luck so he takes a different approach to look and listen where the water is coming from which pays off and he sees the water slowly moving out from a dark alley to the south. Now for Tristans Spot check; there is actually nothing dangerous here to spot but the players do not know that so Simon says that Kronk has not spotted any trouble yet to which Tristan responds that Kronk will continue to stick with the group and keep an eye out. Larry says that Sly points down the ally and tells his friends Hey, the water is flowing out from this ally. Lets go check it out! Linda and Tristan agree and declare their characters follow Sly. The GM describes how the characters wade through the water making sloshing noises the whole way and head some hundred feet down a dark, smelly, narrow ally. Tristan declares that Kronk draws his scimitar and is listening as well as looking for any trouble; he rolls 1d20+Sub+MND=15 for Listen and 1d20+Phys+MND=12 for Spot. Simon checks these against DCs for spotting a hidden were-rat that nobody is aware of; Listen DC 13 and Spot DC 18, so he describes that Kronk hears other splashes that arent his friends and he sees off in the dark what look like large normal rats searching for food (so he has explained how the Listen check was successful but the Spot check failed which is tricky). The group talks amongst themselves and decides to stick together and go investigate the sounds and rats. Simon describes how they wade over toward the sounds and pass over a sewer drain grate that is bubbling up water from below; obviously the source of the water pouring down the ally and into the street. As they wade further down the dark alley way a brick outcropping coming out of the stonework street of the ally comes into view and the several rats scamper off into an open service door. Looking at the double doors Simon describes a stamped metal sign that reads Sewer South Ward Area D; the door with the sign is still shut but the other door is half open. Suddenly the GM says everyone sees a small arm covered in wiry brown fur reaches out from behind the closed door, grabs the open door, and slams it shut. Simon then asks everyone to roll a listen check! Larry, Tristan, and Linda all roll 1d20+Subt+MND for 18, 11, and 7 respectively. After looking at a Listen DC of 12 for the wererat the GM explains that Sly hears the muted sound of wet feet running down stone stairs.

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    What will happen next? Who knows! It all depends on the decisions of the players. They may follow right away into the sewers and try to catch the wererat. Perhaps they decide to hide and wait outside the door for one to come out. They could also take their time and try to track down the wererats instead of rushing in.

    Combat Encounter Larry quickly responds by declaring that Sly shouts I hear him running down into the sewer; lets get him! Tristan says that Kronk isnt going to wait to talk this over and declares that Kronk tries to kick open the door. Linda looks at her spell list and declares that Helen casts Light on to her mace and then draws it from her belt; then Linda subtracts 1 Hit Point (HP) from Helens character sheet for the cost of casting the spell. The GM asks Tristan to roll 1d20+Phys+STR to see if he is able to kick in the door; while hes rolling that Simon explains that when Helen casts her spell and grabs her mace it begins to glow with intensity similar to a torch. Tristan then says his result is 22 which Simon checks against a DC of 20 to break open the door. The GM describes how Kronk takes two strong steps forward and in one fluid motion lifts a leg, kicks into the doors, which burst open with a cacophony of noise. Simon then explains Kronk is greeted with the surprise of a shadowy creature at the bottom of the slimy stone stairs who fires off a crossbow at him! The GM declares this is a surprise round so the wererat gets to attack first and then everyone will roll for initiative. He then rolls 1d20 plus the wererats Missile Attack modifier for a result of 12 (1d20+Missile ATK=12) and compares that to Kronks AC on his character sheet which is 16; its a miss so Simon describes that the crossbow bolt whistles by Kronks head narrowly missing him! The GM then asks everyone to roll for initiative and everyone rolls 1d20+DEX; Linda gets a 5, Tristan rolls a12, Larry gets a 7, and Simon rolls a 17 for the wererat archer. Larry writes down the Imitative Order as wererat archer, Kronk, Sly, and Helen in order to keep track of what order turns are taken. Since the wererat had the highest number he goes first and Simon declares that the wererat breaks left and scuttles off down into the sewer. Tristan says that Kronk shouts Get him! and sprints down the stairs to chase down the wererat. Both Larry and Helen declare their characters run down the stairs but stop at the bottom and only turn in the direction the wererat went. The GM explains that clamors down the stairs Kronk, rounds the corner at the bottom of the steps, and is greeted by three giant rats visible just on the edge of Helens torch light while Sly and Helen stampede down the stairs, turn and see the same. Simon describes the giant rats as he rolls initiative for each of them; they all are huge rats the size of an average dog. He continues to explain how they gnash their teeth, give off loud squeeks, as their fur bristles up while they turn to face off against the party. The GM explains one has black fur, another is a chestnut brown, and the third is dark grey. Their imitative numbers are: wererat archer was already a 17, the black rat rolled a 4, chestnut got a 10, and the grey rat rolled a 1. The new initiative order is wererat archer, Kronk, brown rat, Sly, Helen, black rat, and grey rat. . Simon describes a scratchy, squeaky voice, screams from the black shadows of the sewer Intruders! Dont let them pass! The GM makes a mental note that the wererat is spending its turn reloading a crossbow. Tristan declares that Kronk runs up to the brown rat and swings his scimitar at it; he rolls 1d20+Melee ATK=17. The GM checks this against the brown rats AC of 13, tells Tristan its a hit, and asks him to roll for damage. Tristan rolls 1d6 plus his STR modifier for 7 (1d6+STR=7) and Simon explains how Kronk slices through the large rats hide and begins to bleed down its side. The brown rat is retaliates and the GM declares that it attacks Kronk and rolls 1d20+Melee ATK=21. Checking Kronks AC of 16 its a hit so Simon rolls 1d6+STR=6. While Tristan is subtracting 6 HP from Kronks character sheet the GM describes how the brown rat side steps the black rat, finds a weak spot in Kronks armor, and bites him. Now its Slys turn and Larry says Sly draws a hand axe and throws it at the black rat. Larry rolls 1d20+Missile ATK=11 so Simon checks that against the black rats AC of 15 which is a miss. The GM explains that Sly throws the small axe but the black rat dodges it just in time and it flies off into the dark landing with a splash.

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    Linda declares that Helen charges up to get up next to Kronk in order to help. This also puts her in range of both the brown and black rats. She specifies the black rat as Helens target and rolls 1d20+Melee ATK=16 and the GM confirms this is a hit based on the black rats AC15 so he asks Linda to roll damage. She rolls 1d8+STR=8 so Simon describes how Helen charges on the black rat and swings down her mace which sinks into the rats soft body which causes it to screech loudly from her crushing blow. Taking advantage of Helens move the black rat attacks Helen so the GM rolls 1d20+Melee ATK=14. Checking Helens AC of 14 and this counts as a hit so Simon then rolls for damage with 1d6+STR=4. The GM explains how Helen is caught off guard as she ran up into the fray so the black rat was able to rear up and claw her. Linda subtracts 4 HP from Helens character sheet. Finally the GM decides the grey rat will spend its turn running up to Sly and engaging him in melee combat. However given the distance traveled the rat will not be able to attack this turn. This completes a full round of combat! Back to the wererat archer who is ready to shoot. The GM declares that the archer aims for Sly and fires; he rolls 1d20+Missile=12. Checking against Slys AC of 13 this is a miss. Simon describes the bolt comes out from the shadows, strays wide to the right, and misses completely then ricochets off the wall. Tristan says Kronk pivots and slashes at the black rat; he rolls 1d20+Melee ATK=18. The GM remembers that this is clearly over the black rats AC of 15 and calls it a hit then asks for damage. Tristan rolls 1d6+STR=8 so while Simon subtracts this from the captains HP he notices its HP is now less than 0 and describes that Kronk turns and slashes with great force into the black rats back slicing through his spine and tearing it a gaping gash. The black rat contorts its body while screaming horribly in pain then flops to the ground while blood drains from its body mixing with the murky water. Since its now the brown rats turn Simon declares that the it attacks Kronk so he rolls 1d20+Melee ATK=9. The GM recalls Kronks AC is 16 so this is clearly a miss; he describes that the brown rat rears back on its hind legs and scratches feverishly at Kronk but does little more than scuff his armor. For Slys turn Larry declares that Sly grabs a dagger from his belt and lunges at the grey rat. Larry smiles wide as the dice lands on a natural 20; a critical hit! The GM doesnt bother to check the wererats AC because a natural 20 always hits so he asks Larry to roll for damage and double the result. Larry happily rolls 1d4=3 doubled for a total of 6 damage. Simon subtracts 6 from the grey rats HP and describes how Sly thrusts the dagger into the rats grey pelt and it sinks deep into the left side. Linda declares that Helen lifts her spiked mace and swings down at the brown rat. She rolls 1d20+Melee ATK=17 which is greater than its AC of 13 so Simon announces its a hit and Linda rolls 1d8+STR=7. While Simon subtracts 7 from the brown rats HP he describes how Helens mace crushes down onto the rats shoulder obviously injuring it. The grey rat responds to Sly by attacking him and the GM rolls a natural 1 so its an automatic miss and a critical fumble. Simon explains how the grey rat tried to raise his front paws up and scratch at Sly but its injured side had a spasm and caused it squeak loudly in pain and double over causing further injury! The GM subtracts 1 HP from the grey rats HPs. The second round of combat is over. How will this battle end? Its all a matter of decisions made by all of the players and how their dice rolls end up. It seems likely the characters will triumph and over these soft opponents but what other more powerful and sinister adversaries await them further in the network of sewers? Why are they clogging up the sewers and who is ultimately behind this plot? Nobody knows because their fate is not predestined and this story is being written as these players progress through each encounter. Now its your turn to play a part in the greatest story thats never been written!

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    PLAYERS COMPENDIUM Ability Scores (Modifier = STAT 10 / 2 (round down)) There are three core Ability Scores often called Stats. Strength (STR) Dexterity (DEX) Mind (MND)

    Skills & Actions (Skill Rank = Level + Race Modifier + Class Modifier) Skill Check: (Roll = 1d20 + Skill Rank + Stat Bonus + Situational Modifier) There are four general skills that all characters may use. Physical (Phys) Subterfuge (Sub) Knowledge (Know) Communication. (Com)

    Standard Actions & Skill Checks Suggested rolls for Standard Actions and typical Skill Checks. Any player may suggest a different roll than listed which may represent more accurately the action their character is attempting. Appraise - com+MIND Balance - phys+DEX Bluff - com+MIND Climb - phys+STR Concentration - phys+MIND Craft - know+DEX Decipher Script - (Linguistics) Decipher Language - (Linguistics) Diplomacy - com+MIND Disable Device - sub+DEX Disguise - sub+MIND Escape Artist (slip free)- sub+DEX Escape Artist (break free) - sub+STR Forgery - (Linguistics) Gather Information - (Diplomacy) Handle Animal - com+MIND Heal - know+MIND Hide - (Stealth) Hunt / Forage sub+DEX Intimidate - com+STR Jump (long) - phys+STR Jump (high) phys+DEX Knowledge - know+MIND Linguistics - comm+MIND Listen - (Perception)

    Move Silently - (Stealth) Open Lock - (Disable Device) Perception Spot - phys+MIND Search - know+DEX Listen - sub+MIND Smell - phys+MIND Taste - know+MIND Perform (act, sing, etc) - com+MIND Perform (instrument) - com+DEX Profession - com+MIND Ride - com+DEX Search - (Perception) Sense Motive - com+MIND Sleight of Hand - sub+DEX Speak Language - (Linguistics) Sneak (hide & move silent) -sub+DEX Spellcraft - know+MIND Spot - (Perception) Stealth - sub+DEX Survival - phys+STR Swim - phys+STR Tumble - phys+DEX Use Magic Device - know+MIND Use Rope - know+DEX

    Actions Every character can take one Move Action and one Standard Action per turn.

    Free Action: These take an insignificant amount of time to execute and thus are only limited by common sense. For example shouting a brief sentence, drawing an easily accessible weapon, or giving a short hand signal.

    Standard Action: These take a significant amount of time executes thus you only get one per

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    round. Examples would be casting a spell, attacking an opponent, or fishing an item from your backpack.

    Move Action: These take a significant amount of time as well so you only get one per round. Examples of these would be running 30 feet, walking 15 feet, vaulting over a short wall, swimming 7 feet.

    Saves There are three types of saves used to determine the outcome of actions forced upon an unwilling character.

    Reflex: (Save = Phys + DEX) Fortitude: (Save = Phys + STR) Will: (Save = MND + LVL)

    Magic To determine what spells are available to each class please refer to their class details.

    Casting: Spell Level: (Caster Level / 2 (round up)) The spell level a magic user can cast is equal or below 1/2 their class level, rounded up. The spell caster may only cast spells of their current spell level or below.

    Casting Cost: (Cost = Spell Level * 2 + 1) Casting a spell of any kind costs Hit Points. The cost is 1 + double the level of the spell being cast. This loss cannot be healed normally but is recovered after 8+ hours rest.

    Signature Spells: (Cost = Spell Level * 2) Choose spells that suit your character. Select one 'signature' spell, per spell level, from 1st Spell Level upward that they prefer to use over any other. These spells are easier to cast due to familiarity, costing 1 less HP to use.

    Difficulty Class: (DC = 10 + Caster Level+MIND bonus) Use this DC to check against for things like Reflex or Will saves vs. a spells effects. When casting a spell on an unwilling target that target may get a Save which they will have to roll and check against your spell DC. Be sure to read a spells description to see what save, if any, your targets may get and what happens if they fail a Save.

    Memorization: There is no need to memorize spells in advance; casting is spontaneous for all casting classes. The trade off for this benefit, and the superiority of magic in general, is the cost of Hit Points to cast spells.

    Spell Descriptions: Spells available to spell-casting classes are listed in the Class Description in the following format:

    Name: The name of a spell. Description: Brief description of how it works and area of effect.

    Range: Maximum distance from you that the spell's effect can occur, as well as the maximum

    distance at which you can designate the spell's point of origin. Separate from the area of effect. Personal: Affects only yourself. Touch: Caster must be able to touch the target. Close: 25 + 5 per two Caster Levels Medium: 100 + 10 per Caster Level Long: 400 + 40 per Caster Level

    Duration: How long the spell lasts once cast or triggered.

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    Combat Hit Points: (HP = STR Stat + 1d6 per Level.) Initiative: (Roll = 1d20 + DEX bonus) Someone should write down every characters name, including opponents, and the Initiative number they rolled in the order of highest to lowest number. This is the Initiative Order for an encounter which dictates the order in which turns are taken. All characters take a Turn in order of Initiative. After everyone has taken their Turn a new Round starts again at the top of the Initiative Order. Everyone can take one Move Action and one Standard Action per turn. Attack Bonus: When a player declares their character attacks an opponent they make an Attack Roll using one of these bonuses.

    Melee ATK: (Bonus = STR modifier + Level) Missile ATK: (Bonus = DEX modifier + Level) Magic ATK: (Bonus = MND modifier + Level)

    Attacking: (ATK Roll = 1d20 + ATK bonus vs. opponent's AC) Which attack bonus to use depends on the type of weapon you are using. Melee ATK for close combat weapons, Missile ATK for ranged / thrown weapons, and Magic ATK for spells that require a ranged touch attack or other ATK roll (read a spells description to see if it requires an attack roll). A player will declare who their character is targeting for an attack, make an ATK Roll, and tell the GM what the total result is. The GM will check this number against the targets AC and announce if it was a hit or miss. Armor Class: (AC = 10 + DEX bonus + Armor bonus) Each type of armor has its own bonus designated; refer to your armor stats and description when calculating a player characters AC. Other modifiers can effect your Armor bonus so be sure to include things like shields, magic items, spell effects, and include all applicable modifiers in order to accurately total up a characters AC. Critical Hit/Miss: A Natural Roll is a number rolled on the dice with no modifiers applied. Consult with your DM what happens when a critical hit or critical miss occurs. A typical result is double damage for a critical hit and a character harming themselves for a critical fumble. These only apply to ATK Rolls.

    Critical Hit: Natural 20 Critical Miss: Natural 1

    Multiple Attacks: If a characters total ATK bonus is +6 or more then a second ATK can be made that round at a -5 penalty. If a characters total ATK bonus is +11 or more then a third ATK can be made that round at a -10 penalty. Examples:

    If the total bonus is +6; two attacks can be made with ATK Bonuses of +6/+1 If the total bonus is +12, three attacks can be made with ATK Bonuses of +12/+7/+2.

    Combat Maneuver System: Attacker roll = 1d20 + CMB vs. Defender roll = 1d20 + CMB (higher number wins)

    Combat Maneuver Bonus: CMB = Melee ATK bonus + Phys skill bonus Usage: Executing a combat maneuver is a standard action. The defending opponent makes an

    opposed roll against the attacker; both roll 1d20+CMB and the higher number wins. Some combat maneuvers can be maintained over several rounds (grapple or bull rush); a defender may attempt to break free on their turn or an attacker may attempt to maintain the maneuver on their turn. Another opposed CMB check is rolled on the attackers and defenders turn; if the attacker wins the maneuver is maintained but if the defender wins then the maneuver is broken.

    Maneuvers: Grapple: You can attempt to grapple a foe, hindering their combat options. Once grappled you

    can attempt to move together, damage your opponent, or pin them down.

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    Bull Rush: A bull rush attempts to push an opponent straight back 5' without doing any harm. Trip: You may attempt to trip an opponent and knock them prone. Disarm: Attempt to disarm opponent. Success and they drop their weapon; failure and you

    drop yours. Overrun: Attempt to overrun your target, moving through the space it occupies. Sunder: You can attempt to sunder an item held or worn by your opponent using a weapon

    you wield. Succeed and the item is rendered useless until repaired. Charge: Run up to twice your normal distance and make a single attack. Path to target must

    be straight and clear of obstacles. Aid Another: Spend your turn aiding a nearby ally. The designated ally gains a +2 bonus on

    next roll. Dual Wielding Weapons: Fighters, Rogues, and Rangers can wield 2 light weapons and attack with both in a round if they take a -2 penalty on all ATK Rolls that round. To determine if a weapon is a light weapon please refer to the weapons stats and description. Damage: (DMG Roll = damage dice + modifiers) subtract result from opponents HP. When an ATK Roll results in a hit then the player makes a DMG Roll. Each weapon will have designated dice types to roll for damage so refer to your weapon stats when rolling for damage. Spells indicate in their description what dice to roll.

    Damage Bonus: Add your characters STR modifier to Melee damage, multiply by 2 for 2-handed weapons. Other modifiers from spell effects, magic items, or other circumstances may apply so be sure to add everything.

    Death: If a characters HP reaches 0; the character falls unconscious and is near death. Further damage directly reduces STR. If STR reaches 0 the players character is dead. Once revived and conscious; a characters STR is restored while HP will have to be magically cured or healed with extended rest and care.

    Races These are the classic races. If you wish to play a different race please consult with your DM. Dwarf

    Dwarven Bravado: While dwarves are both tough and wise they are also a bit gruff. Modifiers: +2 STR, -1 Comm Languages: Dwarven and Common

    Elf

    Elvish Domineer: Elves are nimble, both in body and mind, but tend to be rather frail. Modifiers: +2 MND, -1 Phys Languages: Elven and Common

    Gnome

    Gnomish Stature: Although they tend to be physically weak they are quite hardy and their attitude makes them naturally agreeable when they want to be!

    Modifiers: +1 DEX, +1 MIND, -1 Phys Languages: Gnomish, Sylvan, and Common

    Half-Elf

    Half-Elf Domineer: Half-elven nature is a variance somewhere between Elven and Human. Modifiers: +1 MIND, +1 to all Skill Rolls, -1 STR Mixed Blood: They count as both Human and Elven for any effects that specify race. Languages: Elven and Common

    Half-Orc

    Half-Orc Bravado: Physically strong and always on the lookout for danger. Their orc stock does tend to limit their intelligence however.

    Modifiers: +2 STR, -1 Know

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    Mixed Blood: They count as both Human and Orc for any effects that specify race. Languages: Orc and Common

    Halfling

    Halfling Stature: Halflings are nimble and strong willed but their small stature makes them weaker than most races.

    Modifiers: +2 DEX, -1 Phys Languages: Halfling and Common

    Human

    Human Domineer: Humans have a variable nature; no two are alike. They are also very adaptable; learning or adapting to almost.

    Modifiers: +1 to any STAT, +1 to all Skill Rolls, -1 to any STAT Languages: Common

    Classes For details on each class please refer to individual classs document. These are just basic descriptions to help you decide which class best suits your character concept.

    Barbarians may use light or medium armor and light shields. They received a +3 bonus to Physical skill. Barbarians use their Rage to release special abilities.

    Bards wear light armor and may use light shields. They gain a +2 bonus to Communication, Subterfuge, and Knowledge. Bards use their Performance to manifest their special abilities and also cast Bard Magic.

    Clerics wear light or medium armor and may use light shields. They cast divine spells and gain a

    +3 bonus to Communication skill. A cleric can channel either Good or Evil divine energy based on their alignment to use special abilities (Neutral clerics make a permanent choice when character is created). Clerics use Divine Magic may cast any divine spell in SRD.

    Druids wear any non-metal armor or shield. They gain +2 to Knowledge. Druids may use Duridic

    Magic and have the Wild Shape special ability. They have a Natural Bond with an animal companion.

    Fighters wear any kind of armor and any shield. They get a +3 bonus to Physical skill. Fighters

    use their Combat Prowess to execute special abilities.

    Monks do not wear armor or shields. They gain +2 to Physical and +1 to Knowledge skills. A monks Unarmed Strikes are considered light, magic weapons with damage increasing 1 die size every 5 levels (1d6, 1d8, 1d10, 1d12) These warrior-artists can use Ki to unleash special abilities.

    Paladins may wear any kind of armor and use shields. They have a +1 bonus to Physical and a +2

    bonus to Communication. Paladins use Righteous Favor for special abilities and Holy Magic to cast some divine spells. A character must be of Lawful Good alignment to be a Paladin

    Rangers use light or medium armor and can use light shields. They may cast spells using Ranger

    Magic and gain special bonuses against their Favored Enemies. They eventually form a Hunters Bond with an animal companion.

    Rogues use light armor but not shields. They have a +3 bonus to Subterfuge skill. Rogues use

    their Talents to perform special abilities.

    Sorcerers wear no armor or shields. They gain a +3 bonus to Knowledge skill. Sorcerers are able to cast any arcane spell in SRD and have a Familiar to aid them in their quests.

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    Wizards wear no armor or shields. They gain a +3 bonus to Knowledge skill. Wizards are able to cast any arcane spell in SRD and utilize their Esoteric Object to facilitate their magic.

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    CLASS DESCRIPTIONS Barbarian History: For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or professional warriorsthey are the battle possessed, creatures of slaughter and spirits of war. Known as barbarians, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death. They possess a sixth sense in regard to danger and the endurance to weather all that might entail. These brutal warriors might rise from all walks of life, both civilized and savage, though whole societies embracing such philosophies roam the wild places of the world. Within barbarians storms the primal spirit of battle, and woe to those who face their rage. Description: Barbarians may use light or medium armor and light shields. They received a +3 bonus to Physical skill. Rage: The raging storm within may be released in the form of special abilities.

    Amount: Rage = 1 per Barbarian level. Usage: Raging is a free action applied to the next action taken.

    NAME EFFECT COST DURATION Guarded Stance: +1 AC per 1 Rage 1 round Powerful Blow: +1 DMG per 1 Rage 1 round Surprise Accuracy: +1 ATK per 1 Rage 1 round Intimidating Glare:

    +1 to Intimidation check per 1 Rage 1 turn

    Swift Foot: Move an additional 5' per 1 Rage 1 turn Elemental Rage: Melee energy ATK 1d6 (acid, cold, electric, fire) 2 Rage 1 turn Animal Fury: Bite ATK (1d6+STR DMG) 3 Rage 1 turn Knockback: Push target back 5' 4 Rage 1 turn Clear Mind: Reroll failed Will save; new result is final 5 Rage Instant Strength Surge: Add Barbarian LVL as a bonus to STR check. 5 Rage 1 round Renewed Vigor: Heal 1d8 DMG on self. 5 Rage Instant Unexpected Strike: One additional ATK this turn. 6 Rage 1 turn Mighty Swing: Automatic critical hit on next ATK 10 Rage 1 turn Terrifying Howl: Enemies within 30 who fail Will save are panicked for

    1d4 rounds. (Will save DC = 10+Barb LVL) 14 Rage Instant

    Class Features:

    Fast Movement: (LVL 1) Barbarians land speed is faster than the norm by 10 feet. Improved Uncanny Dodge: (LVL 5) The barbarian can not be flanked.

    Bard

    History: Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards possess an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger. Bards are quick-witted and captivating, and their skills might lead them down many paths, be they gamblers or jacks-of-all-trades, scholars or performers, leaders or scoundrels, or even all of the above. For bards, every day brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each.

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    Description: Bards wear light armor and may use light shields. They gain a +2 bonus to Communication, Subterfuge, and Knowledge. Bards can use their Performance to unleash special abilities.

    Performance: A bards Performance could be many things; singing, chanting, playing instruments, comedy, poetry, acting, dancing, or even a combination. Will save DC = 10 + (Bard Level / 2) + MND (round down)

    Amount: 1 Performance per Bard Level which are recovered after 8 hours of rest. Usage: Performing is a standard action. Targets must be able to see, hear, and be within 30 of a

    performance to be effected. For every round that a performance is maintained the cost will be subtracted from their total performances for that day. Opponents receive a Will save to resist the effects of a bards performance.

    NAME EFFECT COST DURATION Muse +1 bonus to all rolls for allies +1 per Perf. Concentration Fascinate (See Description) 1 Perf. Concentration Dirge of Doom Opponents take -2 on all rolls 1 Perf. Concentration Inspire Greatness +2 AC, +2 ATK, & +2 DMG for allies 2 Perf. Concentration Paralyzing Show (See Description) 3 Perf. Concentration Inspire Heroics (See Description) 3 Perf. Concentration Countersong Nullify a sound based attack. 1 Perf. Instant Subliminal Ballad (See Description) 3 Perf Instant Song of Freedom Break an enchantment for one ally 8 Perf. Instant Soothing Performance (See Description) 10 Perf. Instant Deadly Performance (See Description) 18 Perf. Instant

    Fascination: Cause any unthreatened target that fails their save to be fascinated and pay

    attention to the performance causing them to sit quietly and take no other actions until the performance is over or something threatens or distracts them. Able to fascinate total HD equal to Bard LVL.

    Paralyzing Show: Opponents become paralyzed, unable to take actions, unless they make their save.

    Inspire Heroics: +4 bonus to all saves and +4 dodge bonus to AC for allies

    Subliminal Ballad: Make a suggestion to one target already Fascinated unless they make their

    save.

    Soothing Performance: Creates an effect equivalent to mass cure light wounds and removes fatigued, sickened, and shaken effects from all allies

    Deadly Performance: One target in range of this performance will die of pure joy or sorrow unless they make their save; in which case they are stunned for 1d4 rounds

    Class Features:

    Lore Master: (LVL 1) Bards may take a 10 on any knowledge check if they choose to. Instrument: (LVL 1) Begin play with one masterwork instrument of your choice.

    Bard Magic: (LVL 1) Able to cast bard spells so long as long as they are able to cast a spells Spell

    Level and have the HP to spend. Spell Level and HP cost are calculated as noted in the core rules for Magic.

  • -19- Pathfinder LITE

    Bard Spells 0 Level Bard Spells SPELL NAME EFFECT RANGE DURATION

    Dancing Lights Creates torches or other lights. Up to four lights, all within a 10-ft.-radius area. Medium 1 min

    Daze A single humanoid creature with 4 HD or less loses its next action. Close 1 round

    Flare Dazzles one creature (1 on attack rolls). Close Instant Ghost Sound Figment sounds. Close 1 round/LVL Message Whisper conversation at distance to one creature/LVL. Medium 10 min/LVL Prestidigitation Performs minor tricks. 10 1 hour Summon Instrument Summons one musical instrument to appear in hand. 0 1 min/LVL

    1st Level Bard Spells SPELL NAME EFFECT RANGE DURATION

    Animate Rope Makes a rope move at your command. One rope-like object, length up to 50 ft. + 5 ft./level Medium 1 round/LVL

    Cause Fear One creature of 5 HD or less flees for 1d4 rounds. Close 1d4 rounds Confusion, Lesser One creature is confused Close 1 round Cure Light Wounds Cures 1d8 damage + 1/level (max +5). Touch Instant Disguise Self Changes your appearance. Personal 10 min/LVL Expeditious Retreat Your base speed increases by 30 ft. Personal 1 min/LVL Hideous Laughter Subject loses actions for 1 round/level. Close 1 round/LVL Identify Gives +10 bonus to identify magic items. 60 3 rounds/LVL Magic Mouth Object speaks once when triggered. Close Instant

    Silent Image Creates minor illusion of your design. Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level

    Long Concentration

    Sleep Puts 4 HD of creatures within a 10-ft.-radius burst into magical slumber. Medium 1 min/LVL

    Ventriloquism Throws voice for 1 min./level. Close 1 min/LVL

    2nd Level Bard Spells SPELL NAME EFFECT RANGE DURATION Alter Self Assume form of a Small or Medium humanoid. Personal 1 min/LVL Blindness/Deafness Makes subject blinded or deafened. Medium Instant Blur Attacks miss subject 20% of the time. Touch 1 min/LVL Calm Emotions Calms creatures, negating emotion effects. Medium Concentration Cure Moderate Wounds Cures 2d8 damage + 1/level (max +10). Touch Instant Daze Monster Living creature of 6 HD or less loses its next action. Medium 1 round Enthrall Captivates all within 100 ft. + 10 ft./level. Medium 1 hr

    Glitterdust Blinds creatures, outlines invisible creatures within 10-ft.-radius spread. Medium 1 round/LVL

    Heroism Gives +2 bonus on attack rolls, saves, skill checks. Touch 10 min/LVL

    Hypnotic Pattern Fascinates 2d4 + level HD of creatures with colorful lights in a 10-ft.-radius spread. Medium Concentration +2

    Minor Image As silent image, plus some sound. Long Concentration +2

    Pyrotechnics Turns fire into blinding light or thick smoke. Oe fire source, up to a 20-ft. cube Long 1d4 +1 rounds

    Scare Frightens creatures of less than 6 HD. One living Medium 1 round/LVL

  • Pathfinder LITE -20-

    creature per three levels, no two of which can be more than 30 ft. apart

    Shatter Sonic energy damages objects in 5-ft.-radius spread; or one solid object or one crystalline creature. Close Instant

    Silence Negates sound in 20-ft.-radius emanating centered on a creature, object, or point in space. Long 1 round/LVL

    Sound Burst Deals 1d8 sonic damage to subjects; may stun them in 10-ft.-radius spread. Close Instant

    Tongues Speak and understand any language. Touch 10 min/LVL

    3rd Level Bard Spells SPELL NAME EFFECT RANGE DURATION

    Blink You randomly vanish and reappear for 1 round per level. Personal 1 round/LVL

    Clairvoyance Hear or see at a distance for 1 min./level. Long 1 min/LVL

    Confusion All creatures in a 15-ft.-radius burst behave oddly for 1 round/level. Medium 1 round/LVL

    Cure Serious Wounds Cures 3d8 damage + 1/level (max +15). Touch Instant Daylight 60-ft. radius of bright light. Touch 10 min/LVL Deep Slumber Puts 10 HD of creatures to sleep. Close 1 min/LVL Displacement Attacks miss subject 50% of the time. Touch 1 round/LVL

    Fear Subjects within cone-shaped burst flee for 1 round/level. 30 1 round/LVL

    Glibness You gain +20 bonus on Bluff checks, and your lies can escape magical discernment. Personal 10 min/LVL

    Good Hope +2 on ATK rolls, DMG rolls, saves, and checks for 1 target per LVL.. One living creature/level, no two of which may be more than 30 ft. apart

    Medium 1 min/LVL

    Major Image As silent image, plus sound, smell and thermal effects. Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level

    Long Concentration +3 round/LVL

    Sculpt Sound Creates new sounds or changes existing ones into new sounds. One creature or object/level, no two of which can be more than 30 ft. apart

    Close 1 hr/LVL

    4th Level Bard Spells SPELL NAME EFFECT RANGE DURATION Cure Critical Wounds Cures 4d8 damage + 1/level (max +20). Touch Instant

    Hallucinatory Terrain Makes one type of terrain appear like another (field as forest, or the like) in one 30-ft. cube/level. Long 2 hr/LVL

    Locate Creature Indicates direction to familiar creature in a circle, centered on you, with a radius of 400 ft. + 40 ft./level.

    Long 10 min/LVL

    Rainbow Pattern Lights fascinate 24 HD of creatures with colorful lights in a 20-ft.-radius spread. Medium Concentration +1 round/LVL

    Repel Vermin Insects, spiders, and other vermin stay 10 ft. away. 10 10 min/LVL

    Shout Deafens all within cone and deals 5d6 sonic damage in a cone-shaped burst. 30 Instant

    Zone of Silence Keeps eavesdroppers from overhearing you within 5 area. Personal 1 hr/LVL

    5th Level Bard Spells

  • -21- Pathfinder LITE

    SPELL NAME EFFECT RANGE DURATION Cure Light Wounds, Mass

    Cures 1d8 damage + 1/level, affects 1 subject/level, no two of which can be more than 30 ft. apart Close Instant

    Dream Sends message to anyone sleeping. Unlimited Special

    False Vision Fools scrying with an illusion in 40-ft.-radius emanation. Touch 1 hr/LVL

    Heroism, Greater Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. Touch 10 min/LVL

    Mirage Arcana As hallucinatory terrain, plus structures in one 20-ft. cube/level. Long 2 hr/LVL

    Mislead Turns you invisible and creates illusory double. Close Special Nightmare Sends vision dealing 1d10 damage, fatigue. Unlimited Instant

    Persistent Image As major image, but with no concentration required. Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level

    Long 1 min/LVL

    Seeming Changes appearance of 1 person per 2 levels. One creature per two levels, no two of which can be more than 30 ft. apart

    Close 12 hr

    Shadow Walk Up to one touched creature/level step into shadow to travel rapidly. Touch 1 hr/LVL

    Song of Discord Forces targets to attack each other within 20 area. Medium 1 round/LVL

    6th Level Bard Spells SPELL NAME EFFECT RANGE DURATION

    Animate Objects Objects attack your foes. One Small object per caster level. Medium 1 round/LVL

    Cure Moderate Wounds, Mass Cures 2d8 damage + 1/level, affects 1 subject/level. Close Instant

    Find the Path Shows most direct way to a location. Touch 10 min/LVL Irresistible Dance Forces subject to dance. Touch 1d4+1 rounds

    Permanent Image Permanent illusion, includes sight, sound, smell, and thermal effects. Figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level

    Long Instant

    Programmed Image As major image, but triggered by event. Visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level

    Long Special

    Project Image Illusory double can talk and cast spells. Medium 1 round/LVL

    Shout, Greater Devastating yell deals 10d6 sonic damage; stuns creatures in cone-shaped burst. 30 Instant

    Sympathetic Vibration Deals 2d10 damage/round to freestanding structure. Touch 1 round/LVL

    Veil Changes appearance of a group of creatures. One or more creatures, no two of which can be more than 30 ft. apart

    Long Concentration +1 hr/LVL

  • Pathfinder LITE -22-

    Cleric

    History: In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.

    Description: Clerics wear light or medium armor and may use light shields. They cast divine spells and gain a +3 bonus to Communication skill. A cleric can channel either Good or Evil divine energy based on their alignment to use special abilities (Neutral clerics make a permanent choice when character is created). Clerics may cast any divine spell in SRD.

    Channel Energy:

    Amount: 1 Energy per Cleric Level. Rejuvenated after a full nights rest in addition to worshiping their deity.

    Usage: Channeling energy to use a special ability is a standard action.

    Good Energy NAME EFFECT COST DURATION Turn Undead (See description) 1 Energy 1 round Healing Burst Heal 1d6 HP to all living within 30 1d6 per Energy Instant Afflict Undead 1d6 DMG to all undead within 30 1d6 per Energy Instant

    Evil Energy NAME EFFECT COST DURATION Rebuke Undead (See description) 1 Energy 1 round Necromantic Burst Heal 1d6 HP to all undead within 30 1d6 per Energy Instant Afflict Living 1d6 DMG to all living within 30 1d6 per Energy Instant

    Turn Undead: A Cleric channeling good energy may Turn Undead with a successful Magic Attack. The DC is the current Hit Points of the Undead. If the DC is exceeded by 10 it is destroyed. Undead flee in the quickest method available or they will cower; either of which will last 10 rounds.

    Rebuke Undead: Clerics who channel evil energy may Rebuke Undead with a successful Magic Attack. The DC is the current Hit Points of the Undead. The cleric may give a simple, one word, command to the rebuked undead which will be carried out on the targets next turn.

    Class Features:

    Aura: (LVL 1) Clerics radiate a strong aura corresponding to their alignment. Divine Magic: (LVL 1) A cleric may cast any divine